Hey
Definitely learn about quantizing things your self because then you can apply it anywhere and do it all straight in Wrangle.
Scene: http://jmp.sh/1myWTOf [jmp.sh]
Cheers
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Houdini Indie and Apprentice » questions : Ramp from attribute not taking point numbers ? How to group colors into similar colors ? (quantize ?)
- probiner
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Work in Progress » Recent Setups
- probiner
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Houdini Indie and Apprentice » How to get channel values from other inputs with Channel Wrangle CHOP?
- probiner
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I was looking about this one for a while!. Thanks jsmack, This does the trick! Example attached.
I wonder why chinput() has “type”, since I thought it was always float. Can one import multiple channels relative to the same attribute (vector, quat, matrix) with this function or the “type” is for some strict cases?
I wonder why chinput() has “type”, since I thought it was always float. Can one import multiple channels relative to the same attribute (vector, quat, matrix) with this function or the “type” is for some strict cases?
Houdini Indie and Apprentice » How to get channel values from other inputs with Channel Wrangle CHOP?
- probiner
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Just like we can do @P = v@opinput1_P ; for Wrangle SOP I tried for Channel CHOP to do @V = @opinput1_V ; but it doesn't seem to import the same channel name and sample plugged on the second input.
How can we bring in values from other inputs? I'm not interested in transform structs for SRT but arbitrary data.
While one can always perform some calculations with Math CHOP, it would be maybe less verbose an preferable to have the freedom of vex to perform calculations.
Cheers
How can we bring in values from other inputs? I'm not interested in transform structs for SRT but arbitrary data.
While one can always perform some calculations with Math CHOP, it would be maybe less verbose an preferable to have the freedom of vex to perform calculations.
Cheers
Edited by probiner - April 23, 2018 18:36:35
Technical Discussion » Reading Point count from a group
- probiner
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Hi guys, necropost here because I was looking for a solution for this.
Best I found was to set an attribute like i@check = 1 ; for the points belonging to the group and then do Attribute Promote to detail with sum.
This was faster than Blast SOP check, especially in a loop.
Let me know if there's an even faster one!
Cheers.
Best I found was to set an attribute like i@check = 1 ; for the points belonging to the group and then do Attribute Promote to detail with sum.
This was faster than Blast SOP check, especially in a loop.
Let me know if there's an even faster one!
Cheers.
Edited by probiner - Feb. 7, 2018 15:41:44
Houdini Lounge » houdini non-circular gear (no teeth)
- probiner
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Houdini Lounge » PolyPathFrame
- probiner
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Here's an application of PolyPathTangent. Getting an updated edge normal for a closed polygon:
Scene: http://jmp.sh/9k2rO1T [jmp.sh]
Here's a silly application of PolyPathFrame. Dropped some curves and set up a model-able rig:
Cheers
Scene: http://jmp.sh/9k2rO1T [jmp.sh]
Here's a silly application of PolyPathFrame. Dropped some curves and set up a model-able rig:
Cheers
Edited by probiner - Jan. 25, 2018 11:35:33
Houdini Lounge » PolyPathFrame
- probiner
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Houdini Lounge » HDA | MatrixDisplay
- probiner
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Houdini Digital Asset to visualize arrays of matrices attributes.
https://www.orbolt.com/asset/prb::MatrixDisplay::1.0
Cheers
Edited by probiner - Jan. 23, 2018 09:05:15
Houdini Lounge » Is it true that some of the Softimage and Fabric engine developers are coming to Houdini?
- probiner
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Hi,
I was neither XSI or Fabric dev. I do have videos on Vimeo about compounds released for XSI ICE though.
I wish I was working on a dev team
As for actual XSI devs in Houdini, I don't know. I really liked XSI standards, focus and ease; I could use some sprinkles of it in Houdini at times, but with the transition there's also a wide new world ahead.
Cheers
I was neither XSI or Fabric dev. I do have videos on Vimeo about compounds released for XSI ICE though.
I wish I was working on a dev team
As for actual XSI devs in Houdini, I don't know. I really liked XSI standards, focus and ease; I could use some sprinkles of it in Houdini at times, but with the transition there's also a wide new world ahead.
Cheers
Edited by probiner - Jan. 22, 2018 18:43:09
Houdini Lounge » PolyPathFrame
- probiner
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Houdini Digital Asset to generate Reference Frames on a polygonal curve.
https://www.orbolt.com/asset/prb::PolyPathFrame::1.0
Cheers
Houdini Indie and Apprentice » How to input an attribute in an HDA parameter?
- probiner
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Ok, here's the how I went about it to avoid burdening the UI. In a wrangle inside the Asset I check if the attribute exists with the same name as the parameter in the UI, and if not I create it with the UI value:
float attrib = ch(“attrib”) ; // UI value variable from a spare input in the wrangle SOP.
if(! hasprimattrib(0, “hda_attrib”)) f@hda_attrib = attrib ; // If the attribute doesn't exist, it's created and the UI value assigned to it.
or if I just need the variable:
float attrib = ch(“attrib”) ;
if( hasprimattrib(0, “hda_attrib”)) attrib = prim(0, “hda_attrib”, @primnum ) ;
Might not be very pretty to create/rename/copy attributes before the HDA, but since they share the UI parameter name it's straight forward enough, while allowing neat extra control.
Cheers
float attrib = ch(“attrib”) ; // UI value variable from a spare input in the wrangle SOP.
if(! hasprimattrib(0, “hda_attrib”)) f@hda_attrib = attrib ; // If the attribute doesn't exist, it's created and the UI value assigned to it.
or if I just need the variable:
float attrib = ch(“attrib”) ;
if( hasprimattrib(0, “hda_attrib”)) attrib = prim(0, “hda_attrib”, @primnum ) ;
Might not be very pretty to create/rename/copy attributes before the HDA, but since they share the UI parameter name it's straight forward enough, while allowing neat extra control.
Cheers
Edited by probiner - Jan. 22, 2018 13:48:26
Houdini Indie and Apprentice » How to input an attribute in an HDA parameter?
- probiner
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Well then two/tree parameters per parameter it is then…
1 - Slider
2 - Attribute name
3 - How they are mixed
I wouldn't mind just a replacement like one connects something to a VOP nodes but with vex import functions…
1 - Slider
2 - Attribute name
3 - How they are mixed
I wouldn't mind just a replacement like one connects something to a VOP nodes but with vex import functions…
Edited by probiner - Jan. 12, 2018 17:35:35
Houdini Indie and Apprentice » Is there anything similar to auto and decltype in VEX
- probiner
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run code: https://repl.it/repls/JaggedAgileMilkweedbug [repl.it]
I ask of this to facilitate the overload of solutions.
Thanks
Edited by probiner - Jan. 9, 2018 13:44:46
Houdini Indie and Apprentice » How to input an attribute in an HDA parameter?
- probiner
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Thanks for the hints guys. I wasn't aware about the Bindings!
But both solutions seem to require duplication of parameters (one for single values, one to be name the attribute) and my mindset about this is more like what we do in VOPs, where we set an exposed parameter which can then be overridden by wiring something to it, so at SOP level I was expecting to do the same with an expression instead.
Let me know if having 2 parameters per actual parameter is the only way to go about it. Thanks.
[streamable.com]
But both solutions seem to require duplication of parameters (one for single values, one to be name the attribute) and my mindset about this is more like what we do in VOPs, where we set an exposed parameter which can then be overridden by wiring something to it, so at SOP level I was expecting to do the same with an expression instead.
Let me know if having 2 parameters per actual parameter is the only way to go about it. Thanks.
[streamable.com]
Edited by probiner - Jan. 8, 2018 06:45:00
Houdini Indie and Apprentice » How to input an attribute in an HDA parameter?
- probiner
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Scene file attached with a example case(Normal Displacement)where the problem is presented in 3 columns:
left: Just HDA with single input value driving all points.
center: Attempt to use a random value attribute @foo to drive each point. Failing.
right: HDA exploded with @foo driving each point. Working as intended.
I inputing @foo and `point(0, “foo”, @ptnum)` in the HDA parameter but it didn't work.
So what's the best way to set up HDA parameters to also be driven by a per point attribute?
Thanks
should look like this with the random value point attribute.
left: Just HDA with single input value driving all points.
center: Attempt to use a random value attribute @foo to drive each point. Failing.
right: HDA exploded with @foo driving each point. Working as intended.
I inputing @foo and `point(0, “foo”, @ptnum)` in the HDA parameter but it didn't work.
So what's the best way to set up HDA parameters to also be driven by a per point attribute?
Thanks
should look like this with the random value point attribute.
Edited by probiner - Dec. 28, 2017 19:56:05
Houdini Indie and Apprentice » Batch transform attributes according with a type info
- probiner
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Houdini Indie and Apprentice » Batch transform attributes according with a type info
- probiner
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Transform SOP allows one to transform geo and at the same time its attributes according to their typeinfo (point, vector, normal).
This field controls it:
- How to batch transform attributes?
- How to filter them in the same manner Transform SOP does?
Cheers
This field controls it:
- How to batch transform attributes?
- How to filter them in the same manner Transform SOP does?
Cheers
Houdini Indie and Apprentice » Viewport Normal shading display. Mat network processing of Normal data.
- probiner
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Hi
Looking into meddling with shader normals I noticed that the viewport will only display what is put in the Principled Shader normal texture slot.
Normals tab
BaseN input at the bottom
Is there something I can turn on to see those values in the viewport?
In this example I'm showing the same source, an image file, but the data may be fruit of a procedural construction or even a mix of several image files inside Houdini, which result would be nice to see in the viewport.
Moreover and alike the normal maps there's some processes like “Bump to Normal” VOP that seem to work only with image file inputs, not an arbitrary data flows, so any Height data constructed inside Houdini seems to be left out of this conversion tool.
So I'm wondering if I'm missing something or this is just the way it is? For example I could convert this checker pattern to a normal map, but it's not an image file.
Thanks
Looking into meddling with shader normals I noticed that the viewport will only display what is put in the Principled Shader normal texture slot.
Normals tab
BaseN input at the bottom
Is there something I can turn on to see those values in the viewport?
In this example I'm showing the same source, an image file, but the data may be fruit of a procedural construction or even a mix of several image files inside Houdini, which result would be nice to see in the viewport.
Moreover and alike the normal maps there's some processes like “Bump to Normal” VOP that seem to work only with image file inputs, not an arbitrary data flows, so any Height data constructed inside Houdini seems to be left out of this conversion tool.
So I'm wondering if I'm missing something or this is just the way it is? For example I could convert this checker pattern to a normal map, but it's not an image file.
Thanks
Edited by probiner - Nov. 27, 2017 17:16:35
Houdini Lounge » Thoughts on Substance Designer?
- probiner
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With the current sale going on, I decided to give it a spin and seems quite appealing. Goes well along the Houdini mindset of paying a higer price for an asset that can be changed as well as with the compositing I've been exploring recently.
My question to users of it.
- Is how essential, irreplaceable is it for you?
Is it a specialized tool that will be a gimmick for most users or something that has become the go to app for you?
- How well do you think it plays with Houdini?
I noticed the Houdini plugin in the Downloads section works with 16.0 but not with 16.5 for example (tried to change the folder destination). It's also not clear to me with the plugin living in SHOPs how well it plays with the current material paradigm. I wasn't able also to drive any SBSAR with variables; with something as time, for example.
Cheers
My question to users of it.
- Is how essential, irreplaceable is it for you?
Is it a specialized tool that will be a gimmick for most users or something that has become the go to app for you?
- How well do you think it plays with Houdini?
I noticed the Houdini plugin in the Downloads section works with 16.0 but not with 16.5 for example (tried to change the folder destination). It's also not clear to me with the plugin living in SHOPs how well it plays with the current material paradigm. I wasn't able also to drive any SBSAR with variables; with something as time, for example.
Cheers
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